Combat

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Description[edit | edit source]

This page serves as a brief overview of the fundamental mechanics and statistics of combat.

To-Hit Accuracy Modifier

Accuracy[edit | edit source]

Accuracy, specifically to-hit accuracy, is your ability to hit your target and apply states. To-hit accuracy is influenced by your posture, the target's posture, your and your target's movement, the target's defenses, intimidate on the target, stun on the target, blind on the attacker, aim, and range modifiers on the weapon. Your current to-hit accuracy modifier value is visually denoted on your HUD by a number to the left of your target's floating HAM bar.

Attack Speed[edit | edit source]

The speed of attack is determined by the attack speed skill of the player, the speed of the weapon, and, if a special attack, the speed modifier of an ability. All weapon attack speed skills cap at 75 which is earned by mastering a profession. No skill enhancing attachment or food can increase speed beyond 75. Each point of speed acts as a 1% attack speed reduction which, when at the maximum value of 75, would decrease a weapon's default attack speed by 75%.

Primary Defenses[edit | edit source]

Primary defenses cap at 125 points though Squad Leader and food or drinks can buff beyond that.

Melee Defense[edit | edit source]

The value of one's melee defense is compared against an attacker's accuracy and determines whether or not a melee attack hits its target. Melee defense caps at 125 points from skill mods and skill enhancing attachments. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap.

Ranged Defense[edit | edit source]

The value of one's ranged defense is compared against an attacker's accuracy and determines whether or not a ranged attack hits its target. Ranged defense caps at 125 points from skill mods and skill enhancing attachments. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap.

Secondary Defenses[edit | edit source]

Block[edit | edit source]

Block is active while wielding a rifle, polearm, or special heavy weapon. Block caps at 125 points from skill mods and skill enhancing attachments. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap. This stat can also be buffed by one's Center of Being Efficiency point value while Center of Being is active.

Counterattack[edit | edit source]

Counterattack is active while wielding a carbine or two-handed sword. Counterattack caps at 125 points from skill mods and skill enhancing attachments. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap. This stat can also be buffed by one's Center of Being Efficiency point value while Center of Being is active.

Dodge[edit | edit source]

Dodge is active while wielding a pistol, one-handed sword, or scatterblaster. Dodge caps at 125 points from skill mods and skill enhancing attachments. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap. This stat can also be buffed by one's Center of Being Efficiency point value while Center of Being is active.

Defensive Acuity[edit | edit source]

Defensive acuity is active while wielding unarmed weapons. When defensive acuity procs it will trigger a block, counterattack, or dodge. Defensive acuity does not stack with block, counterattack, or dodge. Any additional points provided by a food or drink or buff will stack beyond the 125 point cap. This stat can also be buffed by one's Center of Being Efficiency point value while Center of Being is active.

Toughness[edit | edit source]

Toughness reduces incoming damage by 1% per point.

States[edit | edit source]

Blind[edit | edit source]

The blind state applies -60 weapon to-hit accuracy and -60 dodge debuffs.

Knockdown[edit | edit source]

The knockdown state knocks the target to the ground which increases incoming damage by 50%.

Dizzy[edit | edit source]

The dizzy state will create a 15% chance to fall back down after any posture change (including going to and from the same posture), reduces to-hit accuracy which stacks with blind, and reduces melee defense and ranged defense by 20%.

Intimidate[edit | edit source]

The intimidate state reduces the target's total damage output by 50%, reduces both melee defense and ranged defense by 20 points, and completely nullifies secondary defenses.

Stun[edit | edit source]

The stun state reduces the target's total damage output by 20% and both melee defense and ranged defense by 50 points.